New ideas for alterations of races and classes

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Sun Dec 11, 2016 10:54 pm

Knights lose 2.5% or 5%hp?

This list is sounding good now, thanks for fixing paladin dodge while protecting. No wonder it felt so bad to have protect on.
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daedroth
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Re: New ideas for alterations of races and classes

Postby daedroth » Mon Dec 12, 2016 12:54 am

NiteHawk wrote:Meditate is based on INT but it still has a decent base, so it's still OKAY but not GREAT with 10 int.


Is that the monk meditate? If so I am guessing thats a balancing issue so that INT has more use for monks?
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Mon Dec 12, 2016 6:06 pm

daedroth wrote:
NiteHawk wrote:Meditate is based on INT but it still has a decent base, so it's still OKAY but not GREAT with 10 int.


Is that the monk meditate? If so I am guessing thats a balancing issue so that INT has more use for monks?


Well they don't need it, it just 'helps'. It has a decent base regardless but it might shave some seconds off if you have higher INT.

Knights would lose -5% Hp. They'd only gain 5% more HP atm. Not set in stone yet but I think with the attack bonus, taunt, the bonus HP, and the shield bash they will be pretty tough.

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Re: New ideas for alterations of races and classes

Postby Honzo » Mon Dec 12, 2016 8:04 pm

NiteHawk wrote:Well they don't need it, it just 'helps'. It has a decent base regardless but it might shave some seconds off if you have higher INT.

Knights would lose -5% Hp. They'd only gain 5% more HP atm. Not set in stone yet but I think with the attack bonus, taunt, the bonus HP, and the shield bash they will be pretty tough.


Seems fair imo. If it's too much of a nerf then you can buff it back anyways right? Probably the best overall since Charisma is going to be pretty much required to be able to taunt well so you're going to probably gain that 5% from Charisma investment anyways. :D Can meditate fizzle? whats the duration?

edit: What will druids morph be like now that they get an additional agi? Is that +4 agi for 23 wisdom now instead of +3?

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Tue Dec 13, 2016 10:08 am

viewtopic.php?f=11&t=1073 read there, comment here.

Yes Honzo that is correct for druids.

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Re: New ideas for alterations of races and classes

Postby Folder » Tue Dec 13, 2016 11:01 am

Looking good.

Re: druids. So they have -5% dodge out of morph, but I assume that's simply -5% dodge all the time thus the extra agi point in morph right? My question is 1 agi doesn't = 5% dodge, and it also increase hit rate so are druids slightly nerfed in dodge but going to hit more often? Or am I looking at this all wrong?


edit: thieves and slings. Is that 10% more than a backstab or 10% more than normal dagger damage? I'm not sure people would really fight on a thief with "normal" damage since their BS is 3.5x (I think anyway). 10% more than a backstab sounds neat, possibly op, but it would need to use 2 actions for an attack.
Last edited by Folder on Tue Dec 13, 2016 11:11 am, edited 1 time in total.
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Re: New ideas for alterations of races and classes

Postby Honzo » Tue Dec 13, 2016 11:10 am

Folder wrote:Looking good.

Re: druids. So they have -5% dodge out of morph, but I assume that's simply -5% dodge all the time thus the extra agi point in morph right? My question is 1 agi doesn't = 5% dodge, and it also increase hit rate so are druids slightly nerfed in dodge but going to hit more often? Or am I looking at this all wrong?


Also something that raised concern with me as well. From what I understood though its a nerf outside of the morph but a buff while in cat or bear. 1 agi = 2% right? or do each class have different values for Agi? Just a little cause for concern on the hit rate nerf yes, are they dodging too much as is? Also, is this all going to be patched in this week? :D

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Tue Dec 13, 2016 11:24 am

Folder wrote:Looking good.

Re: druids. So they have -5% dodge out of morph, but I assume that's simply -5% dodge all the time thus the extra agi point in morph right? My question is 1 agi doesn't = 5% dodge, and it also increase hit rate so are druids slightly nerfed in dodge but going to hit more often? Or am I looking at this all wrong?


It's around 1agi.

Take 20 agi. Remove 5% from that, you have 19 agi. Take 10% off that, you are with 18 agi. While I do admit with 22 agi you'll lose 0.2 more then you should, I don't think it's that much of a problem because you'll gain minimum 3 AGI with 20 wis race. So if you have 20 agi, you morph to 23, you'll be left with 20.7 at the moment. with 22 agi, morph to 25 agi, you'll be left with 22.5 agi.

Typically you were meant to only get about +1 agi, it has not changed. HOWEVER. I can see that it can be a bit lower. If we take in the 23 AGI as highest druid (that won't suck). and remove 2 AGI off that, it is around 8.7%, but let's chop it to a nice number, 8.5%

So, 23*0.085=1.955 agi loss. That way it's a little less 'lossy'. So with the same formulas as above:

8.5% loss instead of 10% (remember when the calculations are a-go, decimal points work fine:

20 agi = 18.3
22 agi = 20.13
23 agi = 21.045

In morph (now):
23 agi = 21.045
25 agi = 22.875
26 agi = 23.79


There is some minor loss at 25-26, but I think overall it is OK, and we can drop it to 8.5%



I'm also giving /roar which is similar to /taunt in bear form, but far less effective, and does not get the damage reduction. They'll need char for this to even work, so I think max you'd see is 16 charisma ones in general, but because the copy multiple is slashed, it's only 3 maximum copies anyways. So they'd absorb 25% of a party.

Final thing is I'm making sure the spawn damage for undead and golem are in line with rangers now, cause they are a bit high.




Also something that raised concern with me as well. From what I understood though its a nerf outside of the morph but a buff while in cat or bear. 1 agi = 2% right? or do each class have different values for Agi? Just a little cause for concern on the hit rate nerf yes, are they dodging too much as is? Also, is this all going to be patched in this week? :D


Each class has it's own, but most classes don't have a plus or minus to dodge, its just set at 100%.

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Re: New ideas for alterations of races and classes

Postby NiteHawk » Tue Dec 13, 2016 11:27 am

edit: thieves and slings. Is that 10% more than a backstab or 10% more than normal dagger damage? I'm not sure people would really fight on a thief with "normal" damage since their BS is 3.5x (I think anyway). 10% more than a backstab sounds neat, possibly op, but it would need to use 2 actions for an attack.


It's 3.0x bonus.

It will be around 3.0x with 10% bonus with a sling. Same thing that two daggers would of done, just not two daggers, and a two handed weapon.

Aka assassins can use two daggers, and deal 4.0x bonus with 10%.

Thieves can use a two handed weapon that will deal around 3.0x damage with 10% bonus, but also requires ammo too.

Slings probably won't be introduced until mid-game though of their leveling though.

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Re: New ideas for alterations of races and classes

Postby Folder » Tue Dec 13, 2016 11:43 am

Got it on druids, 8.5 sounds ok. Roar sounds good too.

That might be pretty high damage for slings, no? If a brig can attack 4x for 3x damage?
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